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Eldar Corsair Squad -These guys are you bread and butter, like Tau Fire Warriors, you

ALWAYS have to take a squad of these guys. Lets look at what you get: -Lasblaster or Shuriken Catapult or Shuriken Pistol -Close Combat Weapon -Plasma Grenades -A modest statline, but with BS4! As well as fleet. For basic weapons -Shuriken Pistols: Your dudes have WS, S, and T 3, with a 5+ armor save, and have 1 attack base. You are wannabe storm guardians that shoot better than they assault, and do not have a warlock or doom support. It is a pretty bad option most of the time. Falcon and Venom mounted squads- Dont have enough transport capacity to carry enough of these guys. Jetpack mounted- Generally better off with a gun Webway portal-This is the option I see that is best for Storm Corsair Squads Be sure to hum the Team America theme when they burst from the webway portal, and pump fire and shurikens into the enemy, before charging the (hopefully) weakened enemy. -Shuriken Catapult: Its the gun we all know and hate. That being said, I usually stick it on falcon mounted squads, who operate closer to the enemy where the extra point of S matters more than the extra range. -Lasblasters: Your go-to weapon of choice. 9 points for a slightly weaker BS4 stormbolter? In an Eldar codex?!?!It fits in with pretty much any variant of corsair squad, and the 24 range synergizes nicely with the shuriken cannon. Special Weapons-Corsair squads have the option to haul around more special and heavy weapons then many basic troop choices. 5 man squad gets access to one special and one heavy, while the 10 man squad gets access to 2 specials and 2 heavies. Their arrogance is matched only by their firepower Flamer: Its a flamer. Its cheap. Works well with falcon or venom squads in conjunction with a shuriken cannon-helps provide some close-in defense. In storm corsair squads, helps more than a fusion gun in softening up enemies. Fusion gun: Honestly, I dont think that fusion guns are that great in corsair squads. In mounted squads, you get 1 shot with your 1 shot weapon. Then you have 5 dudes who are T3 and have 5+ armor. In storm corsair squads, you have very little chance of killing a vehicle in CC if the fusion guns fail (Felarch MAY

have haywire grenades, the rest of them get 1 attack at S4 from plasma grenades). Jetpack mounted squads should generally be staying away from the enemy, not trying to get closer to use the fusion gun. Heavy weapons Shuriken Cannon- I bless Phil Kelly in his infinite wisdom for making shuriken cannons assault weapons. This should be your go-to weapon of choice, and is a bargin at 10 points. It synergizes well with lasblasters, since both have 24 range. Taking a 10 man corsair squad with 2 cannons and lasblasters is a fairly cheap way of getting some more dakka on the field Missile Launcher- Awesome on jetpack guys, so you can move and fire. If you dont take the jetpack upgrade, and important thing to note is that you cannot move and fire like the guardian missile launcher. That being said, they can make some cheap, if static, fire support, especially if you only take a 5 man squad (where the jetpack costs are more expensive, relatively speaking). Transport options Falcon- Its a falcon, but now BS 4 and slightly more expensive. It is not reliant on guide to be a decent gunboat anymore, so the falcons and their transports can operate more independently. Key emphasis on more, not that they should. You can go with the Eldar MSU route, but that leaves you with a shortage of boots on the ground, and unlike marines, once those boots hit the ground, they will not last long. You generally cant go wrong with 2-3 falcon squads forming a solid firebase. (Corsair) Venom- 5 points less expensive than a vyper, but with BS 4 and the ability to transport troops? Awesome- its a far cheaper ride than a falcon! However, the cost of holo-fields is still the same cost as on the AV12 close-topped tanks, and corsair venoms cannot take flickerfields, so dont expect them to last long. On the plus side, with all the falcons and warp hunters that should be flying around, a couple of venoms should be a low priority target. The annoying thing is that the Twin-linked shuriken catapults cannot be upgraded to anything useful. Wasp Assault Walker Squadron -The Corsair version of the War Walker. It is 25 points more expensive than the war walker, but this includes the standard +15 pts to upgrade the BS from 3 to 4. The craftworld version of the Wasp is 10 points more than the war walker, so you are paying 10 points for its special abilities. The Wasp exchanges Scouts for the ability to move as jetpack infantry, the ability to deep strike, and the once per game ability to move 12 and get a 5+ cover save. Note that the rules says you count as jetpack infantry for the purposes of moving, so you can still fire both guns. You can only have a max of 3 squads, and that is if you do not take corsair jetbikes, and take 3 regular corsair squads. Shuriken Cannon- short range for the jetpack. You should always be pulling a Tau, and getting a cover save against any return fire. The short range of the shuriken cannon means that it might be difficult to do this. However, it is the cheapest option, and I tend to deepstrike them when I run them with cannons. The jetpack move means that I can usually deepstrike them on a flank, and then hopefully hide afterwards.

Scatter Laser-Good range means that it can be easier to hide it behind terrain. Apart from that, this version isnt that subtle. Hide behind terrain, jump out, shoot, jump back behind terrain. However, at 85 points a pop for dual scatter lasers, I would recommend against putting them in reserve, especially if you pay for a decent sized squad. Eldar Missile Launcher, Starcannon, and Brightlance- These have basically the same problems as regular war walkers. They are too many points in an AV 10 platform, especially when run in a squadron (even with the 4+ cover that you should be getting). However, with BS 4, the Eldar Missile Launcher is potentially a better option than regular war walkers. Again, do not rely on reserve rolls, but instead stay at extreme range. *You can also get cover by using your falcon chassis. If I remember the rules correctly, if running 2 wasps, only one of them needs to be obscured to claim a cover save for the unit. The 4 coherency for walkers should also help with this* Corsair Jetbike Squadrons These are made of magic and win. 3 points more than guardian jetbikes, and you get scouts, a pistol and close combat weapon, BS4, and the same ability to buy shuriken cannons at 10 points and for every 3 models. They combine well with hornets, as you can form a hard hitting scouting wing, which can be on the flanks of the enemy turn 1. Even with a shuriken pistol and CCW, dont kid yourself- you are only S3 with WS3. Shooting is the corsair jetbikes forte, with close combat being either backup, or to finish off a weakened enemy. Other than that, standard elder jetbikes tactics apply- jump shoot jump. With the scout moves, you should be getting side armor. The main weakness of corsair jetbikes is the lack of access to warlocks. I did not realize how much I take warlocks for granted until after a couple of games. The corsair jetbikes do not have any way to damage vehicles in Close Combat, even with the felarch. Also, they are only Ld 8, so the felarch should be basically mandatory, since 10 points nets you Ld 9. The upgrade I recommend for the felarch is the fusion pistol, with the power weapon upgrade being if you have the points. The fusion pistol gives you another chance to kill tanks at range, which you need if you take them tank hunting. I would recommend squad sizes of either 6 or 9. Minimum squads of jetbikes should not be necessary, since compared with regular Eldar, Corsair troop slots are really good. To back this up, I would recommend 4 hornets, in squads of 2. A solid choice for the hornets would be either shuricannons or scatter lasers.

Fast Attack Hornet These are essentially what Vypers SHOULD be. 15 points more than a Vyper, and you get star engines (which is a 15 pt upgrade in and of itself), Scouts, BS4, aerial assault, 2 built in Shuriken Cannons, AV 11/11/10, and close-topped. There are two main ways to run them: Dual Shuriken Cannons/Scatter Lasers: These synergize well with jetbikes to form a hard hitting flanking force. They are cheap enough to run them in squadrons. Just remember that they are AV11, compared with holo-fielded AV12 falcons, so if you are not careful, the enemy can throw more anti-tank their way then you would like. The hornet has access to holo-fields, and if kept cheap like this, the price is not too bad. Dual Pulse Lasers: Falcon guns on something other than a falcon? I like it. This option should usually be in your back line, and acts very much like a slightly more expensive (upgrades dependent), but more durable, Dark Eldar Ravager. You should try to be getting cover, either from your other tanks or from terrain. At 125 pts a pop, running squadrons of them can get expensive quickly. Holo-Fields are optional, but make your AV 11 vehicle cost 160 pts. If trying to shave points, getting rid of the Holo-Fields and going for relying on cover isnt a bad choice. Eldar Missile Launcher, Starcannon, and Bright Lance: The Eldar missile launcher is the most attractive of these choices, but all three of these have the same problem. Why take these 3 options, when, for just a few points more, you can get Pulse Lasers, which are better in 80 percent of the time. -Pulse Laser has more shots and better AP at the same range as missile Launchers -Pulse Laser outranges the starcannon, can ID T4, and are extremely better against tanks. -Pulse Laser outranges the bright lance, and pumps out more shots. The lance special rule only comes into effect on AV13 and 14. Against AV 13, the weapons are statistically the same. AV14 is where the lance is better, but that is what you have fusion guns and warp hunters for. But seriously, the pulse laser is 5 points more than the bright lance. So take the pulse laser. Nightspinner -Exactly what you get from the Craftworld version, only 15 points more expensive and in the Fast Attack slot. Ironically, the Eldar Corsair army list has a competitive fast attack slot, much like the Craftworld Heavy Support. -If you are going full mech or heavy on jetpack infantry, the Nightspinner is really good. Full mech means you have very little in the way of infantry models, so getting out of your tanks is an extremely dangerous proposition. Messing with your opponents movement can be gold for making it less dangerous. Also, watching your opponents meltagunner trip and fall on his face is always a hilarious sight (make sure your opponent rolls his dangerous terrain checks according to wound allocation groups, Ive seen too

many marine players quickly roll the dangerous terrain checks all together, then try to remove bolter goons instead of special weapons/the sarge). -The uses of the Nightspinner in a jetpack heavy army are obvious. Since your guys are allergic to CC, and dont have metal boxes to hide in, anything that messes with your opponents movement and lets you retain movement superiority is worth its weight in gold. Since the nightspinner should be hiding in a corner and/or have holo-fields, having a couple of tanks in an infantry-heavy army should not be as terrible as with other armies. Nightwing Interceptor, Phoenix Bomber, and Fire Storm I am not going to go into much detail for these 3, since with the current rules, their pricing makes no sense at all. Nightwing Interceptor (Fast Attack)- decent enough. A really expensive landspeeder, However AV 10, and a 4+ invulnerable ONLY if you moved in the previous turn do it in. A single stunned or immobilized result, and you can be sure your opponent will kill it the next turn. If going second, place it in reserve. Phoenix bomber (Heavy support)- bad to average (in the right circumstances). 80 points more expensive then the nightwing, and literally, the ONLY differences are: -minor gun changes, arguably the nightwing is better. -6 S5 AP3 shots. So 80 points is apparently worth ~2 dead marines a turn (out of cover, and without access to Feel No Pain I say it can be average in the right circumstances, since you can upgrade the reaper launcher guns into 6 S4 AP5 ignores cover small blast. Good if you are facing hordes, but with the 70% of marine players out there, good luck. Firestorm (Heavy Support)- terrible. I like to think I am a good Eldar player, having played them for 5 years (it was my first 40k army). I cannot think of a good reason to run this thing. It should be AT LEAST 40 points cheaper. A theoretical mind exercise: -Wave serpent with scatter lasers and (theoretical) standard 15 points to upgrade to BS4. 130 pts. --So apparently, an extra 2 feet of range and extra 2 shots are worth 50 points, not to mention the fact that it loses half the transport capacity, the inbuilt wave serpent energy field (which makes the firestorm seem to cost even more), and it takes up a valuable heavy support slot. Also, with the amount of access to 12/12/10 flyers that the Imperium is getting, S6 is AWESOME!!!!!1!!11! --Even as the corsair version of DAVU doesnt work, since corsairs already have access to falcons as dedicated transports *My only conclusion: these three options were hopefully written with 6th edition in mind.*

Warp Hunter (Heavy Support) -This thing IS your heavy support slot. To simply say that it is the Eldar version of the Vindicator would be a gross injustice. The Warp Hunter is primarily an anti-infantry tank, with vehicle hunting being its secondary role. -I say it is primarily anti-infantry, because against vehicles, most likely you will only suppress them, with only a 1/3 chance of getting a penetrating hit. However, if your opponent is dumb enough to clump his vehicles together, then shoot the warp hunter at those vehicles- the large blast only needs to touch an enemy tank to roll on the special armor penetration chart. Also remember that the template, which can be thrown, negates cover saves (like that pesky smoke or flat-out. Need that vendetta surpressed? Toss the flamer template at it), and again, only needs to touch a vehicle for you to roll on it. -The anti-infantry role works best at short ranges, so you can toss the flamer template, kill stuff on a 2+, and negate their cover. Apart from that, feel free to sit back and toss the barrage large blasts around. -Holo-Fields are mandatory on this tank. With a range of only 36, and the best ability (the thrown flamer template) being at short ranges, this thing will take A LOT of fire. Also, most opponents, when they hear that it wounds stuff on a 2+ and can ignore cover, will make warp hunters public enemy #1. Be sure to back up warp hunters with your other stuff, since you can be sure that the enemy will remove their special weapons (meltaguns) last. Meltaguns have a 25% chance to outright kill a holo-fielded vehicle on a penetrating hit, and will more often than not, get a permanent damage result. -Shuriken Cannons are pretty good. I consider them a mandatory buy, you may not. Normal tanks with only 1 big gun get 1 weapon destroyed result and then are useless. With the Holo-Fields, it is a safe bet that the enemy will get a gun destroyed before they get a wrecked. Once that happens, you can sit back and throw 3 S6 shots with BS4, or you can turn your warp hunter into a cruise missile, and rely on holofields to protect you. -Spirit Stones-If I am trying to shave points, I usually do not take these, and rely on holo-fields and backing up my warp hunters with other stuff to protect me. However, with the shorter range of the warp hunters, spirit stones are a good buy. Getting a stunned result while the enemy is in potential charge range is bad (rather obviously). Elites Craftworld Outcasts This 0-1 choice is your wild card. You can use it to fill any holes you might have in your list, or get more of the same. Your choices are: Striking Scorpions, Fire Dragons, Wraithguard, Howling Banshees, Shining Spears, Warp Spiders, Swooping Hawks, Vyper Squadron, Hornet Squadron, Nightwing, Wasp Squadron(Craftworld), or Shadow Spectres.

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